2009-06-27 03:32:33 +00:00
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/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSRendererDX11.h"
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#include "GSCrc.h"
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#include "resource.h"
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GSRendererDX11::GSRendererDX11(uint8* base, bool mt, void (*irq)())
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2009-07-12 13:46:05 +00:00
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: GSRendererDX<GSVertexHW11>(base, mt, irq, new GSDevice11(), new GSTextureCache11(this), new GSTextureFX11(), GSVector2(-0.5f, -0.5f))
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2009-06-27 03:32:33 +00:00
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{
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InitVertexKick<GSRendererDX11>();
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}
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bool GSRendererDX11::Create(const string& title)
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{
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if(!__super::Create(title))
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return false;
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//
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D3D11_DEPTH_STENCIL_DESC dsd;
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memset(&dsd, 0, sizeof(dsd));
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dsd.DepthEnable = false;
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dsd.StencilEnable = true;
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dsd.StencilReadMask = 1;
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dsd.StencilWriteMask = 1;
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dsd.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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dsd.FrontFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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dsd.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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dsd.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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dsd.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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dsd.BackFace.StencilPassOp = D3D11_STENCIL_OP_REPLACE;
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dsd.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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dsd.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
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(*(GSDevice11*)m_dev)->CreateDepthStencilState(&dsd, &m_date.dss);
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D3D11_BLEND_DESC bd;
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memset(&bd, 0, sizeof(bd));
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(*(GSDevice11*)m_dev)->CreateBlendState(&bd, &m_date.bs);
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//
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return true;
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}
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template<uint32 prim, uint32 tme, uint32 fst>
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void GSRendererDX11::VertexKick(bool skip)
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{
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GSVertexHW11& dst = m_vl.AddTail();
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dst.vi[0] = m_v.vi[0];
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dst.vi[1] = m_v.vi[1];
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if(tme && fst)
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{
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GSVector4::storel(&dst.ST, m_v.GetUV());
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}
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int count = 0;
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if(GSVertexHW11* v = DrawingKick<prim>(skip, count))
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{
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GSVector4i scissor = m_context->scissor.dx10;
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#if _M_SSE >= 0x401
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GSVector4i pmin, pmax, v0, v1, v2;
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switch(prim)
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{
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case GS_POINTLIST:
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v0 = GSVector4i::load((int)v[0].p.xy).upl16();
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pmin = v0;
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pmax = v0;
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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case GS_SPRITE:
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v0 = GSVector4i::load((int)v[0].p.xy);
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v1 = GSVector4i::load((int)v[1].p.xy);
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pmin = v0.min_u16(v1).upl16();
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pmax = v0.max_u16(v1).upl16();
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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v0 = GSVector4i::load((int)v[0].p.xy);
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v1 = GSVector4i::load((int)v[1].p.xy);
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v2 = GSVector4i::load((int)v[2].p.xy);
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pmin = v0.min_u16(v1).min_u16(v2).upl16();
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pmax = v0.max_u16(v1).max_u16(v2).upl16();
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break;
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}
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GSVector4i test = (pmax < scissor) | (pmin > scissor.zwxy());
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if(test.mask() & 0xff)
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{
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return;
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}
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#else
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switch(prim)
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{
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case GS_POINTLIST:
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if(v[0].p.x < scissor.x
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|| v[0].p.x > scissor.z
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|| v[0].p.y < scissor.y
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|| v[0].p.y > scissor.w)
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{
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return;
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}
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break;
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case GS_LINELIST:
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case GS_LINESTRIP:
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case GS_SPRITE:
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if(v[0].p.x < scissor.x && v[1].p.x < scissor.x
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|| v[0].p.x > scissor.z && v[1].p.x > scissor.z
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|| v[0].p.y < scissor.y && v[1].p.y < scissor.y
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|| v[0].p.y > scissor.w && v[1].p.y > scissor.w)
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{
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return;
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}
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break;
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case GS_TRIANGLELIST:
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case GS_TRIANGLESTRIP:
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case GS_TRIANGLEFAN:
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if(v[0].p.x < scissor.x && v[1].p.x < scissor.x && v[2].p.x < scissor.x
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|| v[0].p.x > scissor.z && v[1].p.x > scissor.z && v[2].p.x > scissor.z
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|| v[0].p.y < scissor.y && v[1].p.y < scissor.y && v[2].p.y < scissor.y
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|| v[0].p.y > scissor.w && v[1].p.y > scissor.w && v[2].p.y > scissor.w)
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{
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return;
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}
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break;
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}
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#endif
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m_count += count;
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}
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}
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void GSRendererDX11::Draw(GS_PRIM_CLASS primclass, GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
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{
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switch(primclass)
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{
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case GS_POINT_CLASS:
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m_topology = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
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m_perfmon.Put(GSPerfMon::Prim, m_count);
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break;
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case GS_LINE_CLASS:
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case GS_SPRITE_CLASS:
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m_topology = D3D11_PRIMITIVE_TOPOLOGY_LINELIST;
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m_perfmon.Put(GSPerfMon::Prim, m_count / 2);
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break;
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case GS_TRIANGLE_CLASS:
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m_topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
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m_perfmon.Put(GSPerfMon::Prim, m_count / 3);
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break;
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default:
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__assume(0);
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}
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__super::Draw(primclass, rt, ds, tex);
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}
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void GSRendererDX11::SetupDATE(GSTexture* rt, GSTexture* ds)
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{
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if(!m_context->TEST.DATE) return; // || (::GetAsyncKeyState(VK_CONTROL) & 0x8000)
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GSDevice11* dev = (GSDevice11*)m_dev;
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int w = rt->GetWidth();
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int h = rt->GetHeight();
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if(GSTexture* t = dev->CreateRenderTarget(w, h))
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{
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// sfex3 (after the capcom logo), vf4 (first menu fading in), ffxii shadows, rumble roses shadows, persona4 shadows
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dev->BeginScene();
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dev->ClearStencil(ds, 0);
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// om
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dev->OMSetDepthStencilState(m_date.dss, 1);
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dev->OMSetBlendState(m_date.bs, 0);
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dev->OMSetRenderTargets(t, ds);
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// ia
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GSVector4 s = GSVector4(rt->m_scale.x / w, rt->m_scale.y / h);
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GSVector4 o = GSVector4(-1.0f, 1.0f);
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GSVector4 src = ((m_vt.m_min.p.xyxy(m_vt.m_max.p) + o.xxyy()) * s.xyxy()).sat(o.zzyy());
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GSVector4 dst = src * 2.0f + o.xxxx();
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GSVertexPT1 vertices[] =
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{
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{GSVector4(dst.x, -dst.y, 0.5f, 1.0f), GSVector2(src.x, src.y)},
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{GSVector4(dst.z, -dst.y, 0.5f, 1.0f), GSVector2(src.z, src.y)},
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{GSVector4(dst.x, -dst.w, 0.5f, 1.0f), GSVector2(src.x, src.w)},
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{GSVector4(dst.z, -dst.w, 0.5f, 1.0f), GSVector2(src.z, src.w)},
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};
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dev->IASetVertexBuffer(vertices, sizeof(vertices[0]), countof(vertices));
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dev->IASetInputLayout(dev->m_convert.il);
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dev->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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// vs
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dev->VSSetShader(dev->m_convert.vs, NULL);
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// gs
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dev->GSSetShader(NULL);
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// ps
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dev->PSSetShaderResources(rt, NULL);
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dev->PSSetShader(dev->m_convert.ps[m_context->TEST.DATM ? 2 : 3], NULL);
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dev->PSSetSamplerState(dev->m_convert.pt, NULL);
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// rs
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dev->RSSet(w, h);
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// set
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dev->DrawPrimitive();
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//
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dev->EndScene();
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dev->Recycle(t);
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}
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}
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